text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
  (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2011 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  PCZone.h  -  Portal Connected Zone (PCZone) header file.
  -----------------------------------------------------------------------------
  Portal Connected Zones are spatial constructs for partitioning space into cross
  connected zones.  Each zone is connected to other zones using Portal nodes.
  
  Zones contain references to nodes which touch them.  However, zones do not
  care how nodes are arranged hierarchically.  Whether or not a node is 
  referenced as being part of a zone is entirely determined by the user or
  by the node crossing a portal into or out-of the zone.
  
  Nodes can be referenced by several zones at once, but only one zone is
  considered the "home" zone of the node.  Home zone is determined by location
  of the centerpoint of the node.  Nodes can "touch" other zones if the node 
  BV intersects a portal (this is also called "visiting" a zone).  Nodes keep
  a pointer to their home zone and a list of references to zones they are 
  "visiting".
  -----------------------------------------------------------------------------
  begin                : Tue Feb 20 2007
  author               : Eric Cha
  email                : ericc@xenopi.com
  Code Style Update	 :
  -----------------------------------------------------------------------------
  */
  
  #ifndef PCZONE_H
  #define PCZONE_H
  
  #include "OgrePCZPrerequisites.h"
  #include "OgrePCZSceneNode.h"
  #include "OgrePCZCamera.h"
  #include "OgrePCZFrustum.h"
  
  namespace Ogre
  {
  
      class PCZone;
      class Portal;
      class AntiPortal;
  	class PCZSceneNode;
  	class PCZSceneManager;
      class PCZLight;
  
      typedef map<String, PCZone*>::type ZoneMap;
  	typedef list<PCZone*>::type PCZoneList;
  	typedef list<Portal*>::type PortalList;
  	typedef list<AntiPortal*>::type AntiPortalList;
  	typedef vector<PortalBase*>::type PortalBaseList;
  	typedef vector<SceneNode*>::type NodeList;
  	typedef set< PCZSceneNode * >::type PCZSceneNodeList;
      typedef map<String, SceneNode*>::type SceneNodeList;
  
      /** Portal-Connected Zone datastructure for managing scene nodes.
      @remarks
      */
  
  	class _OgrePCZPluginExport PCZone : public SceneCtlAllocatedObject
      {
      public:
  
  		enum NODE_LIST_TYPE
  		{
  			HOME_NODE_LIST = 1,
  			VISITOR_NODE_LIST = 2
  		};
  
          PCZone( PCZSceneManager *, const String& );
          virtual ~PCZone();
  
  		// get the zone type name (ex: "ZoneType_Terrain")
  		const String& getZoneTypeName() const { return mZoneTypeName; }
  
  		// Returns the name of the zone
  		const String& getName(void) const { return mName; }
  
  		/* get a pointer to the enclosure node for this PCZone
  		*/
  		SceneNode * getEnclosureNode(void) {return mEnclosureNode;}
  
  		/** if sky should be drawn with this zone
  		*/
  		void setHasSky(bool yesno) {mHasSky = yesno;}
  
  		/* return whether or not this zone has sky
  		*/
  		bool hasSky(void) {return mHasSky;}
  
  		/* set the lastVisibleFrame counter */
  		void setLastVisibleFrame(unsigned long frameCount) {mLastVisibleFrame = frameCount;}
  
          /* get the lastVisibleFrame counter value */
          unsigned long getLastVisibleFrame(void) {return mLastVisibleFrame;}
  
  		/* set the lastVisibleFromCamera pointer */
  		void setLastVisibleFromCamera(PCZCamera * camera) {mLastVisibleFromCamera = camera;}
  
  		/* get the lastVisibleFromCamera pointer */
  		PCZCamera* getLastVisibleFromCamera() {return mLastVisibleFromCamera;}
  
  	public:
  		/** Set the enclosure node for this PCZone
  		*/
  		virtual void setEnclosureNode(PCZSceneNode *) = 0;
  
          /** Adds an SceneNode to this PCZone.
          @remarks
          The PCZSceneManager calls this function to add a node
          to the zone.  Home or Visitor list is selected based on the node's home zone
          */
          virtual void _addNode( PCZSceneNode * ) = 0;
  
          /** Removes all references to a SceneNode from this PCZone.
          */
          virtual void removeNode( PCZSceneNode * ) = 0;
  
  		/** Remove all nodes from the node reference list and clear it
  		*/
  		virtual void _clearNodeLists(short nodeListTypes);
  
  		/** Indicates whether or not this zone requires zone-specific data for 
  		 *  each scene node
  		 */
  		virtual bool requiresZoneSpecificNodeData(void) = 0;
  
  		/** create zone specific data for a node
  		*/
  		virtual void createNodeZoneData(PCZSceneNode *);
  
  		/** find a matching portal (for connecting portals)
  		*/
  		virtual Portal * findMatchingPortal(Portal *);
  
  		/* Add a portal to the zone */
  		virtual void _addPortal(Portal* newPortal);
  
  		/* Remove a portal from the zone */
  		virtual void _removePortal(Portal* removePortal);
  
  		/* Add an anti portal to the zone */
  		virtual void _addAntiPortal(AntiPortal* newAntiPortal);
  
  		/* Remove an anti portal from the zone */
  		virtual void _removeAntiPortal(AntiPortal* removeAntiPortal);
  
  		/** (recursive) check the given node against all portals in the zone
  		*/
  		virtual void _checkNodeAgainstPortals(PCZSceneNode *, Portal * ) = 0;
  
          /** (recursive) check the given light against all portals in the zone
          */
          virtual void _checkLightAgainstPortals(PCZLight *, 
                                                 unsigned long, 
                                                 PCZFrustum *,
                                                 Portal *) = 0;
  
  		/* Update the zone data for each portal 
  		*/
  		virtual void updatePortalsZoneData(void) = 0;
  
  		/** Mark nodes dirty base on moving portals. */
  		virtual void dirtyNodeByMovingPortals(void) = 0;
  
  		/* Update a node's home zone */
  		virtual PCZone * updateNodeHomeZone(PCZSceneNode * pczsn, bool allowBackTouces) = 0;
  
          /** Find and add visible objects to the render queue.
          @remarks
          Starts with objects in the zone and proceeds through visible portals   
          This is a recursive call (the main call should be to _findVisibleObjects)
          */
          virtual void findVisibleNodes(PCZCamera *, 
  									  NodeList & visibleNodeList,
  									  RenderQueue * queue,
  									  VisibleObjectsBoundsInfo* visibleBounds, 
  									  bool onlyShadowCasters,
  									  bool displayNodes,
  									  bool showBoundingBoxes) = 0;
  
  		/* Functions for finding Nodes that intersect various shapes */
  		virtual void _findNodes( const AxisAlignedBox &t, 
  						         PCZSceneNodeList &list, 
                                   PortalList &visitedPortals,
  						         bool includeVisitors,
  						         bool recurseThruPortals,
  						         PCZSceneNode *exclude) = 0;
  	    virtual void _findNodes( const Sphere &t, 
  						         PCZSceneNodeList &list, 
                                   PortalList &visitedPortals,
  						         bool includeVisitors,
  						         bool recurseThruPortals,
  						         PCZSceneNode *exclude ) = 0;
  	    virtual void _findNodes( const PlaneBoundedVolume &t, 
  						         PCZSceneNodeList &list, 
                                   PortalList &visitedPortals,
  						         bool includeVisitors,
  						         bool recurseThruPortals,
  						         PCZSceneNode *exclude ) = 0;
  	    virtual void _findNodes( const Ray &t, 
  						         PCZSceneNodeList &list, 
                                   PortalList &visitedPortals,
  						         bool includeVisitors,
  						         bool recurseThruPortals,
  						         PCZSceneNode *exclude ) = 0;
  
  		/** Sets the options for the Zone */
  		virtual bool setOption( const String &, const void * ) = 0;
  		/** called when the scene manager creates a camera in order to store the first camera created as the primary
  			one, for determining error metrics and the 'home' terrain page.
  		*/
  		virtual void notifyCameraCreated( Camera* c ) = 0;
  		/* called by PCZSM during setWorldGeometryRenderQueue() */
  		virtual void notifyWorldGeometryRenderQueue(uint8 qid) = 0;
  		/* Called when a _renderScene is called in the SceneManager */
  		virtual void notifyBeginRenderScene(void) = 0;
  		/* called by PCZSM during setZoneGeometry() */
  		virtual void setZoneGeometry(const String &filename, PCZSceneNode * parentNode) = 0;
  		/* get the world coordinate aabb of the zone */
  		virtual void getAABB(AxisAlignedBox &);
  		void setPortalsUpdated(bool updated)   { mPortalsUpdated = updated;    }
  		bool getPortalsUpdated(void)      { return mPortalsUpdated;   }
  		/* get & set the user data */
  		void * getUserData(void) {return mUserData;}
  		void setUserData(void * userData) {mUserData = userData;}
  		/** list of Portals which this zone contains (each portal leads to another zone)
  		*/
  		PortalList mPortals;
  		AntiPortalList mAntiPortals;
  		// pointer to the pcz scene manager that created this zone
  		PCZSceneManager * mPCZSM;
  
  	protected:
  		/** Binary pradicate for portal <-> camera distance sorting. */
  		struct PortalSortDistance
  		{
  			const Vector3& cameraPosition;
  			PortalSortDistance(const Vector3& inCameraPosition) : cameraPosition(inCameraPosition)
  			{ }
  
  			bool _OgrePCZPluginExport operator()(const PortalBase* p1, const PortalBase* p2) const
  			{
  				Real depth1 = p1->getDerivedCP().squaredDistance(cameraPosition);
  				Real depth2 = p2->getDerivedCP().squaredDistance(cameraPosition);
  				return (depth1 < depth2);
  			}
  		};
  
  		// name of the zone (must be unique)
  		String mName;
  		/// Zone type name
  		String mZoneTypeName;
          // frame counter for visibility
          unsigned long mLastVisibleFrame;
  		// last camera which this zone was visible to
  		PCZCamera * mLastVisibleFromCamera;
  		// flag determining whether or not this zone has sky in it.
  		bool mHasSky;
  		//SceneNode which corresponds to the enclosure for this zone
  		SceneNode * mEnclosureNode;
  		// list of SceneNodes contained in this particular PCZone
          PCZSceneNodeList mHomeNodeList;
  		// list of SceneNodes visiting this particular PCZone
          PCZSceneNodeList mVisitorNodeList;
  		// flag recording whether any portals in this zone have moved 
  		bool mPortalsUpdated;   
  		// user defined data pointer - NOT allocated or deallocated by the zone!  
  		// you must clean it up yourself!
  		void * mUserData;
  
      };
  
  	class _OgrePCZPluginExport ZoneData : public SceneCtlAllocatedObject
  	{
  	public:
  		/** Standard Constructor */
  		ZoneData(PCZSceneNode *, PCZone * );
  		/** Standard destructor */
  		virtual ~ZoneData();
  		/** Update data if necessary */
  		virtual void update(void);
  	public:
  		PCZone *		mAssociatedZone;
  		PCZSceneNode *	mAssociatedNode;
  
  	};
  
  }
  
  #endif
  
  
  
  